ItemFPSSettings
GameData_ItemFPSSettingsDataBlock_bin.json (filled)
Determines Item location and camera settings for the first-person view.
Note: GTFO uses 2 separate cameras in the First-Person view - the Look Camera renders the world, and the Item Camera renders the item held in the player's hands. These two cameras usually have differing FOVs in both the aimed and unaimed state of a weapon/tool.
Fields
localPosHip - Vector3
Position of weapon when hipfiring
localRotHip - Vector3
Rotation of weapon when hipfiring
SwayAmount - Single
No description provided.
crouchTiltAngle - Single
Angle the weapon tilts when player is crouched
localPosRelaxed - Vector3
Position of weapon when idle animation is playing
localRotRelaxed - Vector3
Rotation of weapon when idle animation is playing
localPosZoom - Vector3
Position of weapon when aiming
localRotZoom - Vector3
Rotation of weapon when aiming
bodyOffsetLocal - Vector3
Root position of weapon
bodyRotationOffsetLocal - Vector3
Root rotation of weapon
ItemCameraFOVDefault - Int32
FOV of camera that renders the weapon or tool
ItemCameraFOVZoom - Int32
FOV of camera that renders the weapon or tool, when aiming
LookCameraFOVZoom - Int32
FOV of camera that renders the world
canAim - Boolean
Can this weapon be aimed?
onlyStartAimOnPressed - Boolean
Identical across all base game Items (set to false), probably unused
canRelax - Boolean
Can this weapon play an idle animation?
customDelayUntilRelax - Single
Time until this weapon plays an idle animation
allowRotToAimPos - Boolean
Is the weapon allowed to rotate when moving to the aimed position?
rotToAimPosMinDis - Single
Identical across all base game Items (set to 1.0), probably unused
transitionToAim - eFPISTransitionTime (enum)
Speed of aim transition animation
RecoilAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the weapon is recoiling
IdleAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the player is stationary
WalkAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the player is walking
RunAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the player is sprinting
JumpAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the player is jumping
LandAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the player lands from a jump
ChargeCancelAnimation - UInt32 (ItemMovementAnimationDataBlock)
Animation used when the weapon is charged and the charge is aborted before completion
DofDefault - DOFSettingsData (nested type)
Default Depth of Field settings
DofAim - DOFSettingsData (nested type)
Depth of Field settings when weapon is aiming
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